BrandX

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  1. BrandX

    Pistol Scrapper

    Quote:
    Originally Posted by Prodiguy View Post
    Wow. Time Manipulation played off as bullet time.

    I like the way you think.
    That's how I've been playing my time manipulator since before Time Manip
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    The name does NOT count.

    Names like Deadpool, Batman, or Superman would count, because they are names that are formed by combining words not normally found together.

    A name like Inferno, or Ricochet doesn't fall into the same category, because they are simply words.

    If you create a Ricochet that does not have the same look and backstory/powers as an existing character, there is nothing that can be done about it, because you cannot copyright or trademark a common word.

    Example: http://marvel.com/universe/Ricochet_%28Johnny_Gallo%29

    Now, there is a Praetorian character known as Ricochet. It is allowable because the characters share nothing other than the name, which is a common word (common word: found in the dictionary).

    The DEVS can use names that trademarked characters share because they are in complete control of the use of that name, and can avoid any trademark violations. They don't allow US to use them because they can't control how we use the name, and trademark violations are sure to arise if we were allowed t use them.
    then explain "Wolverine" and "Phoenix"
  3. Quote:
    Originally Posted by GavinRuneblade View Post
    What's the dps on placate+golden dragonfly? Because that's the claim. There are, in each set, better choices than AS.
    Went from 70 DPS on using it by itself to 54 using it with Placate. Placate lowers DPS, this is why Electric Melee's is the best for AS when paired with Ninjitsu...

    BU -> Caltrops (pet) -> Lightning Rod (pet) -> (back to being hidden by the time animation is over) Assassin Strike
  4. Quote:
    Originally Posted by EtherealStar View Post
    What are the best secondary powersets for scrappers? And why? Thank you for your time!

    If you want to list which ones to avoid, that also works.
    Whichever one I'm playing at the moment! \o/

    But from a purely play standpoint, I actually prefere Regen, from my min/max PoV (I really, for me in min/maxing, it's taking a concept build and then IOing it for best performance) however, I find I am not nearly as tough as I am on my WPs
  5. Quote:
    Originally Posted by Giant2005 View Post
    It is at combo level 3 in the chain I proposed (unless soemthing misses and screws it up) SB + SB + RC = 3
    You're right. When I posted that, at the time I was under the impression that using another attack would ruint he combo points, but after playing today and actually paying attention to it (was using Iron Blade as I attacked Red Caps) I saw it didn't stop the combo points.
  6. Quote:
    Originally Posted by GavinRuneblade View Post
    My understanding from all the top attack chains is that adding AS to the chain lowers DPS on every set but spines and electric. After placate it is not as bad. But you're still better off using a single big hitter (dark melee's MG for instance) faster than using AS. the activation time is too long compared to the damage is the explanation I've seen. But I dunno the math myself.
    Just doing a quick check on Ninja Blade...

    Placate + AS = 72+ DPS

    No other attack does that much DPS in Ninja Blade. Placate + AS is powerful, it's just not worth it to use because you can't pull it off reliably, and are more likely to just waste the end on an interrupted attack or a waste time with a wasted placate.
  7. Quote:
    Originally Posted by Vanden View Post
    Um, no. That won't change the fact that it's a melee power, regardless of how it chooses targets. The targeted AoE sets are for ranged attacks, which we established as self-evident due to the fact that most of them contain range enhancement.
    And by allowing it to take ranged enhancements, it becomes a ranged attack with a 7ft range and the ability to increase it.

    I really don't care either way, but I also dont have any problems with it taking Targetted AOE sets. However, if it took PBAOE sets, then why keep it targetted?
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    The issue with Fly specifically is not that it is a bad power on its own, but that you can replicate it using a very available temp power that lasts a very long time and is close to as good. Because of this you can enjoy all the benefits of Super Speed most of the time (which does not have a temp power that can replace it) and use the jet pack for short bursts. Super Speed is so much better than the other 3 travel powers that it's really kind of silly, mostly due to the ability to turn invisible when combined with Stealth IOs.

    I actually have Super Jump and SS on one character (SJ as a pre-req for Spring Attack) and took Super Jump off my action bar entirely because with a jetpack it is worthless. The power even detoggles Combat Jumping, which is just obnoxious since I can run around super speeding invisibly and leaping off ledges with the jet pack without that happening, but I lose immobilize protection if I actually try to jump far--just silly.
    And yet I've only ever used SS twice, SJ twice, Teleport three times (but only 1 didn't also have hover/fly), and the rest have been Fliers untill Ninja Run came out, which I might teamw ith hover.

    Sooo...not everyone cares about going with what's best. I know I hear a lot that SS is the best travel, and yet, I hate it (not as much as teleport though...that power needs some love)
  9. Quote:
    Originally Posted by GavinRuneblade View Post
    Exactly, AS is a rarely used attack because it has some of the worst DPS numbers in any set. The more you use it the worse your overall damage. It's great for what it does, but it is not a filler, it is a finshing move, or an opener to drop one hard target.
    Last I knew, it had some of the best DPS, the problem is getting that attack off.

    AVs can interrupt your softcapped stalker easy enough (at least that was my experience) by attacking while placating or while activating AS.

    So you either lost time in attacking (interrupted AS) or you just wasted a good chunk of END for an attack that isn't getting the best DPS now, because the enemy wasnt placated (interrupted placate).

    I had this problem on Maurader, Chimera and Nightstar on my KM/WP Stalker. I found I soloing Maurder and Chimera without AS being the best option, while Nightstar I just couldn't get bast her defenses :/

    So yes, AS = AWESOME, making real use of it = NOT SO AWESOME!
  10. Quote:
    Originally Posted by RaikenX View Post
    The biggest "LOL" for me on the T5's is Afterburner.

    Believe i said it on the Beta forums as well...

    For YEARS...people would knock, piss, and moan about how fly was so ssllooww. "Why would you pick fly as a travel power over something like super speed or super jump, unless it's for concept? It's so slow it's pitiful!" and other such comments were all too common on the boards.

    The devs did numerous tweaks over the years with hover and fly, such as boosting the base flight speed, bringing us closer to the cap, until eventually, you could hit the flight speed cap with little to no slotting needed. But of course..."its still too slow".

    Finally, we were granted T5's for travel pools, and fly got Afterburner. A boost to flight speed that goes BEYOND the normal cap. And, with a smidge of slotting (i believe i've read that 2 flight speeds in both fly and afterburner gets you ~80-ish mph...which i just now checked with Mids...and listed like 84.9 mph).

    Here comes the kicker. After the initial joy-gasm subsided..."It's not worth it...it's too slow" comments started cropping up all over the place.

    I said it then...I'll say it now.

    Hello, Square One.
    I don't know, I know plenty of people in game who like it. Could just be a min/max thing.

    However, I do know more people wish they could take it after taking 1 power instead of 2.

    Maybe Teleport then I take Zone teleport. Maybe I don't care for Recall or Teleport Foe.

    I think this is what I'd prefere, especially so I can fit in such powers. The problem with pool powers has always been (for the most part anyways), that you have to take 1 unneeded power to take the ones you want. Maybe just for the travel power pools they could make it so you have to take 1 of the first 4, THEN you can take the 5th power at lvl 14.
  11. Quote:
    Originally Posted by EricHough View Post
    You are correct that it is mechanically a targetted AoE power - but its also identical to thunderstrike, which accepts PBAoE sets, so the precedent was already set for 'melee' targetted AoE's that do not benefit from range enhancements to take PBAoE sets. That is the primary reason folks are complaining (that and the fact that the TAoE sets mostly suck :-).

    However, I doubt it is going to change - I believe in the latest U-Stream cast when they where talking about Street Justice someone explicitly mentioned spinning strike being a targetted AoE attack, which means its not an accident, its not someone overlooking things - Spinning strike was meant to be different from Thunderstrike and is meant to be a TAoE attack.

    If that's the case I think we should be pushing for range enhancements to work in the power - if they are going to force us to use sub-par sets, we at least ought to get the full value out of them. While powers are not balanced at the base level around IO sets, the existence of those sets and their effects should be considered when you decide what sets to let a power take - and making a power that wastes part of the enhancements allowed is bad design.
    So then the devs could fix this whole thing by allowing Spinning Strike to accept range enhancements.

    Which if enhanced to that point would give it at most a (thinking with Incarnate powers added in) it seems roughly 12ft.
  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    It's not just set bonuses.

    It's the actual enhancement values.

    Take some time in mids and compare the enhancement values of Posi Blast vs. the better choices available to the PBAoE sets.

    I also want it to accept PBAoE sets because then it would actually follow the rules for pretty much every Melee AoE attack in the game, including the one power that functions like Spinning Strike.
    Slot in Ragnarok then?
  13. Quote:
    Originally Posted by warden_de_dios View Post
    Scrappers get 100% damage, stalkers get 80%.

    62.5% is the damage boost from Aim.
    Combat Readiness doesn't give the normal 100% damage on build up that Scrappers have.
  14. Quote:
    Originally Posted by Emberly View Post
    Yeah a lot of this thread isn't making much sense to me either.
    I'm sure throwing Gloom into the attack chain on Brutes and Tankers is a good idea. But not if it means lowering the combo level.

    Maybe HB-SB-HB-CU-Gloom. And I'd still think throwing in a CR-SC back intot he attack chain is probably better for dps, as lvl 3 SC is better DPS than HB.
  15. Quote:
    Originally Posted by Giant2005 View Post
    Wow didn't realize Rib Cracker's debuff was so short lived - I made the mistake of looking at the taunt duration in Mids for Brutes...
    That attack isn't nearly as good as I had once thought..
    I worked out the Brute's optimal attack chain (Well it might not be, it suffers from Rib Cracker not lasting the duration again) and it seems that Brutes are the way to go for StJ with the attack chain of: Shin Breaker -> Rib Cracker -> Gloom -> Shin Breaker -> Crushing Uppercut -> Gloom -> Repeat
    It does require significantly more recharge to get Gloom recharging in 3.168s though.
    Not using CU at lvl 3 on the Combo system, makes it a better DPS?
  16. Quote:
    Originally Posted by PleaseRecycle View Post
    Ah you're right about CU's recharge. Obviously my brain fell out.

    Certainly HB -> RC -> HB -> SC -> HB -> SB -> HB -> CU would be easier to run, if perhaps not the best single target chain? That does have the advantage of integrating a cone (or SS if you'd prefer the taoe) into the ST chain which of course doesn't matter against an ideal single target but in practice will help cull the big guy's helpers.

    I don't find it surprising that MA does better DPS, those last buffs were pretty excellent and you'd hope MA would be good after this many adjustments!

    Giving it more thought, I'd definitely use SS instead of SC as the "single target auxiliary finisher" because then you're getting the fear effect as well as the increased area. Hecatomb would be lovely in HB, kinetic combats in RC and SB, and any old junk in CU. I think I have my attack chain, thanks for the help!
    That chain you posted is about 144 DPS. Replacing RC with SB will increase DPS to 147. And figuring a -Resist Proc in SB, you might be better off without RC, as it's -Resist is only 7.5%, BUT it is an always thing (I believe), so it might be worth keeping in.

    However with that chain, if possible might be worth replacing HB-RC-HB with Combat Readiness, when it's up.

    Obviously not a big loss on the DPS, and the string you posted has a much easier time on the RCH requirement.

    [EDIT] But remember what I said, Combo Level 3 Finishers for Sweeping Cross and Spinning Strike all OUT DPS Heavy Blow, Initial Strike, and Rib Cracker.

    130 (Spinning Strike) and 136 (Sweeping Cross) VS Heavy Blow with the best DPA of 120.
  17. Quote:
    Originally Posted by Granite Agent View Post
    Bubble Charge!!!!
    Bubble Charge would of at least made Spines/Shields, Claw/Shields, Katana/Shields, and Dual Blade/Shields a possibility.
  18. Quote:
    Originally Posted by PleaseRecycle View Post
    It looks to me like it a chain of rib cracker -> heavy blow -> shin breaker -> heavy blow -> crushing uppercut would not be outside the realm of possibility. If you use initial strike instead of heavy blow it should be easier without much of a dps sacrifice. This is obviously not going to be a cheap build either way, but without doing the math I dare guesstimate that its dps is very respectable. Shin breaker with an achilles' heel, initial strike or heavy blow with procs if that's possible. Maybe only for initial strike.

    Actually I guess it wouldn't be impossible to run rib cracker -> shin breaker -> initial strike -> crushing uppercut. That's a lot of global recharge but people do stranger things. I wonder if the rib cracker debuff stacks from the same target.
    I'm pretty sure...

    Rib Cracker - Shin Breaker - Initial Strike (or Heavy Blow) is just impossible to run, with the recharge cap. Both of those chains would require Crushing Uppercut to recharge in under 5 seconds. With a 25 second recharge on CU, I don't think you can get it that low.

    Now something for Brutes to possibly consider is an attack chain that goes Gloom -> 3 Combo Builders -> CU -> Repeat. Getting Gloom's high DPA without sacrificing a combo builder point.

    Also, something else one would likely want to do is go the route of...

    3 Combo Builders -> (we'll just use...) CU (...as an example) -> Repeat UNTILL Combat Readiness is recharged, and throw in Combat Readiness -> Sweeping Cross or Spinning Strike before returning to the regular attack string.

    You don't want to waste the 3 Combo Builder points CR is giving you, howeverr Sweeping Cross or Spinning Strike both have higher DPA's than every combo builder attack EXCEPT Shin Breaker.

    And the +Damage Buff will last into at least the second attack of the attack string after it's been run once.

    Now Sweeping Cross is the better DPS attack, but not by a lot, and Spinning Strike might pull a head in use as it's more AOE, and less likely to be skipped than Sweeping Cross in tight builds.

    Either way, when you obtain that ST DPS string, it looks like you'll want to throw in one of the other finishers when you hit CR, to not waste the Build Combo points, and I think that increases your DPS as well, since you're throwing in a better DPS attack into the chain.

    Still haven't figured out the best DPS chain though myself, and I'm thinking it will use 4 Combo attacks before using CU in it...likely...

    RC -> HB -> SB -> HB -> CU -> Repeat (placing the RC with the CR -> Sweeping Cross, when CR recharges, as I don't think it's 7.5% -Resist will be that much of a factor, but if it is, HB-RC-HB-SC-CU and replace the first HB.).

    But that chain requires CU to recharge in 5.808 seconds...which is possible, but not an easy feat at all, and not very likely...sooo...

    SB -> RC -> HB -> SB -> HB -> CU -> Repeat (replacing HB or RC with CR + #2 Finisher, depending onhow much a factor the -Resist in RC is).

    SB would need to recharge in 2.904 seconds, which is easy enough to achieve. This also make is so CU needs to recharge in 7.392 Seconds (which is easy enough to achieve).

    This is roughly (with 99% DMG slotting) 151 DPS, not accounting for Procs or CR's -Resist, and with the use of replacing HB or RC with CR + 2nd Finisher...the DPS will be a bit more than 151 of course, I just don't know how much more.

    -Resist Proc in SB for sure, and likely with the Purple Proc as you can five slot that set into the attack.

    ...all in all, I believe MA still has better ST DPS with just SK-CS-SK-EC sans the procs...with the procs in effect, harder for me to say.

    [EDIT] My math could be completely off...I just don't think it is.
  19. Quote:
    Originally Posted by Test_Rat View Post
    This was suggested during beta.
    Why wasn't it implemented? How early/late into Beta was it suggested? I only got into Beta with only a few days to test StJ so didn't even get to really check it out, and even then I went Scrapper, as I was planning StJ/Regen and imo Scrapper was the only way to go with that combo.
  20. Quote:
    Originally Posted by Nihilii View Post
    Shield.



    GOD DEVS WHY CAN'T I PLAY SHIELD WITHOUT HAVING TO LIVE WITH SHIELD GFX AND ALTERNATE ANIMATIONS grumble grumble I'll go sulk in that corner, and reroll
    another SR and whine about having lower res and HP and no fear protection
    another inv and whine about having lower DDR and defense and no fear protection
    another WP and whine about having lower DDR and defense
    I requested a Bubble Shield effect for the set! Same stats, but puts you in a bubble akin to Force Field Bubbles, and can still be a "shield"

    Now...I'd just like a Hybrid set of Regen and SR to make me happy.
  21. Quote:
    Originally Posted by 15bribri15 View Post
    I'm like lvl 34...lol..
    At level 48, I was getting 1 1/2 bars of xp on the Sewer Trial, per run. For something rather easy, I found that to be quite a bit of xp.

    I basically used it when I got done with whatever I was doing and seeing I had 1-3 bars till level..."Oooo! Sewer Trial for instant team!"
  22. I was thinking about it, and I think what they should of done was made Placate a combo builder!

    Placate (1 Combo Point) -> Assassin Strike ( 2 Combo Points) -> Spinning Strike -> WIN! \o/
  23. Quote:
    Originally Posted by Suzumebachi View Post
    I really hope they fix this to take PBAoE sets, the TAoE IO sets suck for melee attacks.

    This is why I hope they don't!

    A lot of the requests for this change in IO sets seems to be "Targeted AOE sets suck! Make it so I can slot PBAOE sets, which give me the set bonuses I want."

    That said, can the range of Spinning Strike be increased by the range increasing set IOs? If so, that doesn't sound that bad to me, even if it might not be that useful.
  24. Quote:
    Originally Posted by Shubbie View Post
    bonus question

    Does someone who has no clue, takes flurry and other such nonsense powers, slots range increases and knockback.

    Do they leech?

    If so what is the difference between the person who leeches by ignorance and the one who leeches by being inherently weak?
    No they're not leeching. They may not be contributing as much as other members of the team, but not leeching, though slotting for knockback could be hurting/slowing down the team.